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ADVENTURE 
CREATOR 




© 1984, Spinnaker Software Corp.. One Kendall Square, Cambridge. MA 02139. All rights reserved. 



JUST IMAGINE 



If you've ever dreamed of design- 
ing your own computer adventure 
game, now is your chance. 

ADVENTURE CREATOR is a 
remarkably sophisticated software 
program that provides all the ingre- 
dients you need to create mind- 
boggling adventures. 

Start your design by building 
mystery rooms and complex mazes. 
Booby-Trap them with heat bars. 
Employ ferocious and friendly crea- 
tures to baffle all those who dare 
enter your adventure world in 
search of hidden treasure. 

Challengers must explore rooms, 
navigate hazards and outwit crea- 
tures to emerge victorious— laden 
with treasures. 

See who can create the most 
challenging design. Or let the com- 
puter design an adventure for you. 
Use a creature detector, time nulli- 
f ier, energy points and more— to 
help you on your quest. 



ADVENTURE CREATOR allows 
you to use your imagination to 
create adventures while you learn 
about computer programming, 
design and logic. Players of com- 
pleted adventures will exercise 
advanced mapping, planning and 
strategy skills. 

Any way you play it, you'll find 
ADVENTURE CREATOR complex, 
creative, challenging— and utterly 
addictive. 



TABLE OF CONTENTS 



• GETTING STARTED 3 

• STARTING AN ADVENTURE 4 

• BEGINNING THE GAME 6 

• EDITING AN ADVENTURE 9 

• THE CREATURE LAB 17 

• SETTING THE STARTING 
POSITION 21 

• HELPFUL HINTS 22 

• SAVING YOUR ADVENTURE 23 

• LOADING YOUR ADVENTURE ... 25 



GETTING STARTED 

ATARI® AND COMMODORE 64™ 
COMPUTERS 

1. Turn off the computer. 

2. Plug the joystick into port 1. 

3. Put the cartridge in the car- 
tridge slot. (If you are using an 
Atari 800 Computer, place the 
cartridge in the left hand slot.) 

4. If you plan to SAVE an adventure 
to disk, prepare a formatted 
diskette before turning on the 
computer. (Atari users who plan 
to SAVE should insert an Atari 
Master Diskette II before turning 
on the computer.) 

5. Turn the computer on. (Turn off 
the computer before removing 
the cartridge.) 

NOTE TO CO MMODORE US ERS: Do 
not press the I SHIFT/LOCK] key 




during play. If this key is pressed 
during play, certain game functions 
will become inoperative. 




STARTING AN ADVENTURE 



With ADVENTURE CREATOR, 
you can create your own computer 
adventure game for others to play 
or have the computer create an 
adventure for you to solve. Set up 
a complex maze of interconnecting 
rooms. Place treasures, traps and 
creatures in each room. Choose a 
goal for your game and then save 
your adventure to either disk or 
cassette for future play. 

The Adventure Menu will appear 
following the title screen. To make 
a menu selection, use the joystick 
to move the cursor to the option of 
your choice and press the joystick 
button. 

THE ADVENTURE MENU 
AUTO PLAY SAVE 
NEW EDIT LOAD 



AUTO 

Choose the AUTO option to play 
a sample game created by the com- 
puter. A maze of rooms, treasures 
and creatures will automatically be 
generated with a goal for you to 
overcome. The computer will create 
a new game each time you choose 
the AUTO option. This is a good 
way to get acquainted with adven- 
turing. The games you create your- 
self, however, can be much more 
complex than those created using 
the AUTO mode. 

After choosing AUTO you will 
see the prompt: 'BEGINNER OR 
ADVANCED?* Press the O key for 
a 'Beginning' level adventure or 
the [A] key if you feel ready for the 
Advanced' level. Beware, in the 
advanced game you'll find dark 
rooms, faster moving creatures, 
more traps and fewer tools. You'll 
also start the game at a lower 
energy level. 

NOTE: You may PLAY, SAVE or EDIT 
an AUTO-adventure just as you 
would the adventures you'll create 
yourself. 



4 



NEW 

Choose the NEW option to build 
a new adventure. This option 
erases all rooms, treasures and 
creatures currently in computer 
memory. 

PLAY 

Choose the PLAY option to play a 
previously created adventure. PLAY 
may also be used to RE-PLAY an 
AUTO game. Instead of choosing 
the AUTO option to make a new 
game, use PLAY to start the same 
game over again. 

EDIT 

Choose the EDIT option to begin 
creating your own adventure or to 
modify or add to an existing one. 




Whenever you begin work on a 
new adventure you will see the 
message 'NEW PASSWORD?: Type 
a word or phrase and press the 
1RETURNI key or the joystick but- 
ton. The password you enter will 
serve as your key to getting 'inside' 
the adventure. From this point on, 
anytime you or anyone else tries to 
EDIT your adventure, the exact 
PASSWORD will be required. 

SAVE 

Choose the SAVE option to save 
the adventure you create or the 
AUTO-adventure to either disk or 
cassette. See the special section on 
SAVINGforyourparticularcomputer. 
NOTE: Creating an auto game or a 
new adventure erases rooms that 
are currently in the computer 
memory. If you want to use those 
rooms again, save them to disk or 
cassette before creating a NEW or 
an AUTO adventure. 
LOAD 

Choose the LOAD option to load 
an adventure you have previously 
saved on disk or cassette. See the 
special instructions on LOADING 
for your computer. Loading an 
adventure from the disk or cassette 
will erase the rooms you currently 
have in the computer's memory. 




BEGINNING THE GAME 



Before attempting to create your 
own adventure, you should play a 
sample adventure created by the 
computer. It will give you the feel 
of what the game is all about and 
what some of the possibilities are. 

To begin: 

• Move the Adventure Menu cursor 
to the AUTO option. 

• Press the joystick button. 
When you see the message 

'BEGINNER OR ADVANCED?': 

• Press the [B] key. You've just 
requested that the computer auto- 
matically create a sample adven- 
ture for you to play. 

THE QUEST 

The title screen will display the 
goal of a particular quest. There 
are two basic quests: find a certain 
treasure somewhere in the maze or 
gather a certain amount of wealth. 

SEEKING A TREASURE: In this 
quest you must seek and find one 
special treasure. You may find it in 
one of the many old treasure chests 
scattered throughout the maze or it 
may be given to you by a friendly 
creature. 

SEEKING GOLD: This quest may 
prove to be slightly more difficult. 
You must gain a specified number 
of wealth points to succeed. You'll 
gain twenty points for each new 



room you explore. Each treasure 
you find will be worth additional 
points. 

STATISTICS 

As the game begins you will see 
your current statistics displayed at 
the lower right corner of the 
screen. These change throughout 
play as a result of your actions. 

ENERGY 04000 

WEALTH 00000 

GOAL 01250 

SHIELDS 001 

Energy: You begin the game with a 
set energy level. You must use your 
energy wisely for when it is gone 
your quest will end immediately. 
Energy is used naturally during the 
game as time passes. Approximately 
every ten seconds your energy level 
drops ten points. 



(Beginning The Game, continued) 



You may encounter a number of 
traps in the rooms you visit that 
drain your energy. The traps come 
in many shapes but most are recog- 
nizable by their flashing colors. 
Along with the traps you must be 
wary of the creatures that inhabit 
the maze. You'll find some friendly. 
But, others will either zap away 
your energy or attempt to thrust 
you into a trap. Of course, there is 
always the chance that you may 
find more energy within the maze. 

Wealth: You begin the game with 
no wealth at all. As you move 
through the maze you will auto- 
matically find twenty pieces of 
gold (wealth points) in each new 
room that you enter. Any treasures 
you find will gain various amounts 
of gold for you. If you lose treasures 
for any reason, their value will be 
subtracted from your total wealth. 

Goal: If the goal of your quest is 
'Seeking Gold' then the number of 
wealth points you need to complete 
the quest will be displayed. Com- 
pare the goal amount to your 
wealth score to measure your pro- 
gress. This statistic is not displayed 
if the goal of your game is 'Seeking 
a Treasure.' 

Tbols: There are five different tools 
available which may help you to 
complete your quest. You begin 
the game with one of each. More 
may be found within the maze 
either in chests or in the possession 
of the creatures. The bottom line „ 



of statistics displays the tool you 
currently have in hand and how 
many of them you are carrying. 

• Press the [J] key to change tools. 

• Activate the SHIELD and TORCH 
by pressing the joystick button. 

• Fire the HOBBLE, NIPPER and 
FERRET by pressing the joystick 
button and pushing the joystick in 
the direction you wish to fire. 

You may not use your tool when 
you are standing by a treasure or 
tool chest. 

Shield— Your shield can protect 
you from the energy draining traps 
found throughout the maze. You 
are also protected from interac- 
tions with creatures while your 
shield is active. The effects of each 
shield last only a brief period. 

Tbrch— During your quest you may 
stumble upon a 'Dark' room. Traps 
will be visible but the walls, doors 
and obstructions will be invisible. 
Your torch will illuminate the room 
briefly. Look quickly! 

Hobble— Occasionally you may wish 
to keep a menacing creature from 
approaching you or stop another 
from running away. If you can hit 
them with a hobble, they'll freeze 
in their tracks. Unfortunately, they 
won't be frozen for long. 
Nipper— Fire your nipper into an 
energy draining hot trap to elimi- 



nate it from your path. The nipper 
must hit the 'hot' flashing part of 
the trap. The effects of the nipper 
last only until you leave the current 
room. When you re-enter the room, 
the traps will be back in place. The 
nipper has no effect on creatures. 

Ferret— There are a variety of crea- 
tures within the maze. Some may 
be helpful and some not. It might 
be nice to know ahead of time the 
type of creature you're dealing 
with.. Hit them with a ferret and 
you'll receive a message telling you 
whether the creature intends to 
talk, ask questions, trade trea- 
sures, give treasures, accept a 
bribe, pop you to a different posi- 
tion or zap away energy points. 



MOVEMENT 

Use the joystick to move your 
character through the maze of 
rooms. You will not be allowed to 
move through solid walls or obsta- 
cles. Hot flashing traps may or may 
not stop your movement. They will 
definitely drain energy points. Note 
the doorways in each room and try 
to explore all areas of the maze. As 
you exit one room you will enter 
the opposite door of the next room. 
Attempt to discover the nature of 
the creatures you encounter in 
each room. It's best to do this at a 
distance with a 'ferret.' 




(Beginning The Game, continued) 

When you discover treasure 
chests, move your character on top 
of them and press the joystick 
button. This will remove one of the 
locks from the chest. When all 
locks have been removed the chest 
will open. It may contain a treasure, 
a tool, more energy or nothing at 
all. Try not to leave the room while 
unlocking chests. Mysterious crea- 
tures have a habit of replacing the 
locks when you're not in the room. 
Don't forget, you can't use any 
tools while you're standing near a 
chest. 

SPECIAL KEYS 

Press [T] to ready yourself with a 
different tool. 

Press GQ for an Inventory of the 
treasures you're carrying. 

Press I ESC I to quit the game and 
return to the Adventure Menu. 

ENDGAME 

Your game will end when you 
either exhaust your energy supply 
or successfully complete the Quest. 
If you wish to play the same game 
again, select the PLAY option on 
the Adventure Menu. All treasures, 
tools and creatures will be reset to 
their original positions. 



EDITING AN ADVENTURE 

Once you are in the EDIT mode 
you may create a new adventure or 
modify an existing game. 

To choose the EDIT option, go to 
EDIT on the Adventure Menu and 
press the joystick button. Enter 
your password and the Edit Menu 
will be displayed at the bottom of 
the screen. 

To make a menu selection, use 
the joystick to move the cursor to 
the option of your choice and press 
the joystick button. 

NOTE: If you want to begin a new 
adventure, be sure that you've 
executed the NEW option on the 
Adventure Menu to clear all rooms, 
treasures and creatures. 

THE EDIT MENU 

TEST ROOM 101 BUILD SPACE 

MENU N:00 DOORS GREY 

COPY E:00 CLEAR CREATURES 

REDO S:00 TOOLS TREASURES 

NAME W:00 



9 



TEST 

Choosing this option will place 
you in a special TEST mode. The 
adventure character will appear 
on the current room screen and all 
creatures and traps will be acti- 
vated just as in a normal game. The 
TEST mode is provided to allow 
you to immediately test each room 
you create. 

• Use the joystick and the keyboard 
just as you would in a normal game 
to try out your handiwork. 

• Press the [SPACEBAR I or the [BSC] 
key to quit the TEST mode and 
return to the Edit Menu. 

Get used to using the TEST mode 
frequently while building your 
adventure. It's important to test 
the 'payability' of any game you 
expect others to use. 

NOTE: The adventurer will appear 
wherever you last left the BUILD 
cursor. By using the BUILD cursor 
you can position the adventurer 
to start on any open space in 
the room. 



MENU 

This option will return you to 
the main Adventure Menu. 

COPY 

The COPY feature gives you a 
quick way to duplicate a room. 
When you choose this option, the 
number of the room you occupy 
will begin flashing. This is where 
the copy will appear. Push the joy- 
stick forward or pull it back to 
display other rooms. Press the joy- 
stick button to select the room 
you want copied. The room number 
will return to the original room 
with door, wall, creature and trea- 
sure patterns copied from the 
selected room. 

REDO 

REDO will restore the wall and 
door arrangement of a room to its 
condition prior to editing or clear- 
ing. Try the CLEAR option. Now 
try REDO. The room has been 
RE-DOne. 



(Editing An Adventure, continued) 



NAME 

The NAME option allows you to 
name your adventure. Add your 
own name as the author and deter- 
mine the goal of your game. 

The prompt TITLE' will appear 
along with a white rectangle. Make 
up a title for your game and type it 
in the rectangle. (If another title is 
already in the rectangle, just type 
your title right over it.) If you cen- 
ter the words in the rectangle they 
will also be centered on the title 
page. After entering your title or if 
the title is to be unchanged, press 
the | RETURN! key or the joystick 
button. 

Following the title you'll be given 
an opportunity to enter your name 
as the author of this adventure. 
Whatever you type will be displayed 
on the title screen of your game. 
Be sure to center your name in the 
white rectangle. (If another name 
is already in the rectang le, just ty pe 
right over it.) Press the |RETURN| 
key or the joystick button to 
continue. 



Push the joystick to display the 
GOAL options, 'FIND A TREASURE' 
or 'COLLECT WEALTH.' Push the 
joystick button to choose a goal. 

If you choose the treasure goal 
you must select the winning trea- 
sure. Again, push the stick to dis- 
play the treasures and press the 
joystick button to make your 
selection. 

If you choose the wealth goal 
you must select the number of 
wealth points required to complete 
the quest. In determining this win- 
ning score remember that twenty 
points are given for each new room 
explored plus the points for trea- 
sures found in chests or received 
from creatures. After playing the 
game yourself or having others 
'play test' it, you may want to 
adjust the winning score either 
higher or lower. 

Finally, you will be asked to set 
the initial energy level given to the 




adventurer. Again, you may want 
to adjust this after seeing others 
play your game to insure that your 
adventure is playable and challeng- 
ing. You may return to the NAME 
option at any time to make 
changes and adjustments. 
ROOM NUMBERS 

The maze in which your adven- 
ture occurs is made from a series 
of interconnecting rooms. Each 
room is given a number. The num- 
ber to the right of the word 'ROOM' 
shows the number of the room 
which is currently being displayed. 
Choose the ROOM option to select 
a different room. The room number 
will begin flashing. Push the joy- 
stick forward or backward to 
change rooms. Push the button 
again to return to the Edit Menu. 

If you are beginning a new adven- 
ture, all of the rooms displayed will 
be grey, empty and without doors, 
creatures or treasures. They'll all 
look the same until you begin add- 
ing to them. 



ROOM CONNECTIONS N, E, S, W 

Below the room number you'll 
see a column of the letters N, E, S, 
W. These represent the four direc- 
tions; NORTH, EAST, SOUTH, and 
WEST. The top of the game screen 
is NORTH. WEST is to the left and 
EAST is to the right, just as if you 
were looking at a map. 

The numbers to the right of the 
directions are very important. They 
determine the rooms to which the 
current room will connect. Change 
the connection values with the joy- 
stick in the same manner that you 
changed the room number. Take 
a look at the following example: 

ROOM 01 

N:02 

E:00 

S:03 

W:01 

The room number at the top 
indicates that you are currently 
working on room number one. 




(Editing An Adventure, continued) 



Room # 1 will connect on the NORTH 
wall to room # 2. The value for the 
EAST direction is zero. This means 
that there is no connection on the 
EAST wall. On the SOUTH wall 
Room # 1 connects to Room # 3. To 
the WEST, Room # 1 connects to 
Room # 1. No, that's not a mistake! 
Magically, a room can connect to 
itself. If you were to set the doors 
up properly you could exit the left 
edge of the screen and enter the 
same room on the right edge. 
BUILD 

Choose this option to BUILD new 
rooms or to change existing rooms. 

When in the BUILD mode, you 
can choose from sixteen Game 
Pieces to add to your rooms. At the 
top-right position on the EDIT 
MENU (to the right of BUILD) you 
will see a word that indicates the 
type of Game Piece you have 
chosen. 

• Press the \¥\ key to cycle the 
Game Pieces forward. 

• Press \B] to cycle the pieces 
backward. 

Building a room with these 
pieces is easy. Move the joystick to 
position the piece and then press 
the joystick button to place it. If 
you place a piece on another identi- 
cal piece then both will be erased. 
Experiment. Move around the room 
placing walls, creating corridors, 
and positioning traps. You may 



place as many pieces and piece 
types in a room as will fit. Try not 
to 'overcrowd' a room with traps. 

The Game Pieces: 

Space: This is a blank space. An 
empty room is full of them. 

Wall: The solid wall blocks both the 
adventurer and creatures. 

Hot Wall: Any piece which is 'HOT' 
is dangerous to the adventurer. 
The adventurer may pass through 
a hot wall but will lose energy 
points in the process. 

Bumper: The bumper is solid just 
like a wall. 

Hot Bumper: Like 'HOT WALLS,' 
these bumpers drain energy points 
but will not stop the adventurer's 
movement. 

Hot Wall 1 and Hot Wall 2: These 
'HOT WALLS' flash on and off alter- 
nately. When 'HOT WALL 1 ' is on 
then 'HOT WALL 2' will be off. 
When # 2 is on, # 1 will be off. A 
number of devious traps can be set 
up using these flashing hot walls. 

Secret Door: This piece usually 
looks and acts like a solid wall. But, 
once in a while it turns 'HOT' again 
and then back to its normal solid 
state. Adventurers and creatures 
caught in the door when it turns 
solid will be stuck until the door 
opens again. 

Hot Mine: The 'HOT MINES' flash 
briefly on the screen and then dis- 



13 



appear. If the adventurer is hit by 
one he'll lose energy. 

Hot Box: The flashing 'HOT BOX' 
will drain energy if the adventurer 
is caught on its edge. The adven- 
turer will be safe, however, if he 
can get to the center of the box 
and not touch any edges. 

Tbll Bar 1 and Tfcll Bar 2: The TALL 
BARS' are thin vertical 'HOT' pieces 
that alternate positions. When the 
first bar is on the left, the second 
will be on the right. As the first 
moves to the right, the second 
moves left. 

Wide Bar 1 and Wide Bar 2: The 

wide bars are similar to the tall 
bars except they are placed horizon 
tally rather than vertically. 

Tbp TVap and Bottom TVap: These 
slow growing pieces change from 
an empty space to an energy 
draining hot trap. They grow 
in opposite directions. 



Build Mode Keys: 

Press [F] to cycle the room pieces 
forward. 

Press [B] to cycle the room pieces 
backward. 



Press the 1 SPACEBAR 1 to exit the 
BUILD mode and return to the Edit 
Menu. 

Press [£] to change room colors 
while in the build mode. 





< < 




(Editing An Adventure, continued) 



DOORS 

Along with setting up the room 
connections you must also position 
doors to allow movement from 
room to room. As you choose the 
DOORS option you'll see the white 
rectangular DOOR cursor appear 
on the border of the room. 

Move the joystick to guide the 
cursor around the room's edge. 
Whenever you press the joystick 
button a doorway will appear. Try 
it. There may be only one door on 
each wall. To erase a door, position 
the cursor on top of the open 
doorway and pres s the joysti ck 
button. Press the [SPACEBAR] to 
exit the DOORS mode and return 
to the Edit Menu. 

Here's an example of how to set up 
a room connection: 

1 . Use the ROOM option to select 
Room # 1. 

2. Set the N: (NORTH) option to # 2. 

3. Enter the DOOR mode and place 
a door at the left edge of the 
North wall. 

4. Return to the ROOM option and 
move on to Room # 2. 

5. Set the S: (SOUTH) option to #1 . 

6. Place a door on the left edge of 
the South wall. 

7. Enter the TEST mode and 
guide your adventurer through 
the doorway. It should move 
smoothly between Room # 2 
and Room # 1. 



Remember, for doorways to 
work, you must set the proper 
NORTH, EAST, SOUTH, WEST con- 
nections in each room. You must 
place a doorway on the proper wall 
in each room and the doorways 
must align correctly. If the doorway 
has not been set up correctly the 
adventurer will not be able to move 
through it. 

CLEAR 

Use this option to clear the walls 
and traps from the current room. 
Doors, colors, creatures, treasures 
and traps will also be removed. 

TOOLS 

Each room in your adventure 
may contain a tool chest. When 
you choose the TOOLS option the 
word will begin to flash. Push the 
joystick forward or backward and 
press the joystick button to select 
the contents of the tool chest. 
Press the button on the word 
TOOLS' if you do not want a tool 
chest in this room. 

The tool chest may contain the 
following items which have been 
described in the section 'Beginning 
the Game.' 



IS 



As soon as you select a tool, a 
small chest will appear on the 
screen. Move it around using the 
joystick. Press the joystick button 
to place the chest in the room. 

GREY 

The color of the room will be 
indicated on the Edit Menu. Choose 
this option to cycle through the 
possible room colors. You may also 
choose a room color by pressing 
the \C\ (Color) key while in the 
BUILD mode. 
CREATURES 

This option will take you to the 
CREATURE LAB where you can 
create thousands of different types 
of creatures to inhabit your adven- 
ture worlds. 
TREASURES 

This option sends you off to the 
treasure room where you can select 
a treasure to place in the current 
room. If the 'NO TREASURE* box is 
lit at the top of the screen then no 
treasure will be placed in the room. 
Use the joystick to move the cursor 
down to the treasures. If you wish 
to change the treasure names, 
simply type your own treasure in 
over one of the standard names. 
For instance, instead of having 



A FEW OLD COINS' you might type 
A HOME COMPUTER.' 

Use the joystick and joystick 
button to select the value of each 
treasure and the number of locks 
to be placed on the chest. 

Select a treasure by moving the 
cursor to the treasure you want 
and pressing the joystick button. 
The current room will reappear. 
Move the joystick and press the 
button to place the chest. You may 
remove a treasure chest by going 
to the treasure room and selecting 
the 'NO TREASURE' option. 

Don't forget that you may type 
in your own treasure names. Also, 
the treasures don't always have to 
be things.' You may use the trea- 
sure chest to give clues. Instead of, 
A PEACOCK FEATHER' you might 
type in, 'CLUE: FIND PAJAMAS' or 
'MAGIC WORD: PICKLE.' 





16 



THE CREATURE LAB 



The CREATURE LAB gives you 
the tools to select the appearance, 
movement pattern and nature of 
the creatures you place in your 
adventure. Use the joystick to 
move around the lab and press the 
joystick b utton to m ake selections. 
Press the I SPACEBAR] to return to 
the game screen and the Edit Menu. 

THE CREATURE BODY 

As you look at the CREATURE 
LAB you should see ten creatures 
at the right edge of the screen and 
one creature by itself near the top 
center. This creature standing by 
itself is the one you are building. 

Let's give the creature some life. 
Move the joystick to light up the 
word 'OFF Press the joystick but- 
ton. You'll cycle through the words 
'SLOW; 'NORMAL and 4 FAST' As you 
cycle the speeds, the creature will 
move at slow, normal and fast 
speeds. 

Using the joystick, move to the 
right side of the screen. One of the 
ten creature heads or bodies will 
begin to move. You may move up 
or down, left or right through the 
ten heads and ten bodies. When- 
ever you press the joystick button 
your creature will take whichever 
head or body you're pointing to 
with the joystick. In this way you 
can mix any of the ten heads and 
bodies to form your own special 
creature. 



Try putting a cat head on a snake 
body or mix the bee's body with 
the ghost's head. Choose a color 
for the creature by moving to the 
word 'COLOR.' Press the joystick 
button. Watch as your creature 
changes color to suit your tastes. 

CREATURE SPEEDS 

You should already have set the 
creature speed to either slow, nor- 
mal or fast. The creature will keep 
this speed during the game. Slow 
creatures move at half the speed 
of the adventurer. Normal speed 
creatures move at the same speed 
as the adventurer and fast crea- 
tures move twice as quickly. If you 
don't want a creature in a room 
then choose the 'OFF' option for 
speed; no creature will appear 
when you return to the Edit Menu. 

NAMING YOUR CREATURE 

As you move the joystick to the 
NAME option a long white rectan- 
gle will appear. Think up a name 
for your creature and type it in the 
rectangle. Your names may be 
scary or funny or they may be use- 
ful hints for the adventurer playing 




17 



your game. 

Whenever the game player 
enters a room with a creature, 
that creature's name will be dis- 
played at the bottom of the screen. 
For instance, if you've named a 
creature 'MIST OF THE MEDUSA,' 
when the adventurer enters that 
room he'll see the message: ENTER 
THE CHAMBER OF MIST OF THE 
MEDUSA. 

CREATURE MOVEMENT 

You may pick one of five differ- 
ent preset movement patterns for 
your creature or you can guide the 
creature in a pattern of your choos- 
ing. Don't forget that the speed 
you select for the creature also 
affects its movement and the way 
it interacts with the adventurer. A 
slow moving chaser is much easier 
to avoid than a normal speed or 
fast chaser. Likewise, a slow hider 
is no challenge but a fast hider can 
sometimes be impossible to catch 
without a 'hobble.' 




Chase: The chasing creature will 
always move toward the adven- 
turer. If blocked by a wall it will 
sometimes move around the wall 
and then resume its path toward 
the adventurer. 

Hide: The hiding creature is the 
chaser's opposite. It will attempt 
to move away from the adventurer. 
Occasionally the hider will be so 
frightened by the adventurer that 
it will freeze in panic and be unable 
to move away. 

Stand: This is pretty simple. The 
standing creature does just that. It 
stands in one place and doesn't go 
anywhere. It may be useful for 
blocking narrow passages or guard- 
ing treasure chests. 
Bounce: The bouncer moves verti- 
cally, horizontally or diagonally 
until it hits a solid wall or bumper. 
It then bounces off the object in a 
new direction. 

Random: The random movers also 
bounce off of solid objects but 
may change directions randomly at 
any time. 

Guided: The guided creature is very 
special. It has no preset movement 
pattern. You determine the path it 
follows. 

Programming A Guided Creature 

If you've selected a GUIDED 
movement pattern you must pro- 
gram your creature's movement 



18 



(The Creature Lab, continued) 



within the room. It's easy. Once 
you place the creature you will still 
be able to move it around the room 
with the joystick. Move the crea- 
ture on whatever path you want it 
to follow. It must stay in the room 
and it won't be able to move over a 
hundred steps but up until that 
time you may press the joystick 
button to end the pattern. During 
the actual game your creature will 
retrace the steps you programmed. 
When it reaches the end it will fol- 
low the path backwards and then 
begin in theforward direction again. 

CREATURE PERSONALITIES 

There are seven different crea- 
ture personalities for you to choose 
from. The personality determines 
what happens when your creature 
meets up with the adventurer. 
Some of the personalities require 




no additional input. Some, however, 
require that you enter additional 
information before you are allowed 
to exit the creature lab. While mak- 
ing your creatures, remember that 
they can be used to help the adven- 
turer by giving clues, treasures and 
tools or by popping him past barri- 
ers in a room. 

Talk: When the adventurer meets 
a talking creature, the creature's 
speech is printed at the bottom of 
the screen. If you choose the talk- 
ing creature you will be asked to 
type in the words you wish your 
creature to speak. After entering 
the speech or if the speech has 
already be en set then press the 
I RETURN! key or the joystick button. 

Ask: The asking creature is one of 
the most complex. The creature 
asks the adventurer a question 
and then allows the adventurer to 
type in an answer. If the answer is 
correct the creature will either 
give the adventurer a tool or trea- 
sure or will speak again. 

To set up the *asker' you must 
enter a question and the answer 
you expect from the adventurer. 
Then choose whether the creature 
will give or talk in response to the 
correct answer. If it gives, choose 
the tool or treasure to give. If it 
talks, type in its speech. 

The adventurer may attempt 
to answer the question each time 



19 



he enters the creature's room. 
Once the question has been 
answered correctly the creature no 
longer pays any attention to the 
adventurer. 

TVade: Each time the adventurer 
enters a room and meets a trader, 
they will trade treasures or tools. 
The adventurer will see a message 
like this: 

WHAT A BARGAIN! 

A POUCH OF GOLD DUST 

FOR . . . 

NIPPERS 

This particular message tells the 
adventurer that he has been given 
a POUCH OF GOLD DUST but that 
the trader has taken his NIPPERS. 
The next time this trader is met it 
will give back the NIPPERS and 
take something else in exchange. 

When the adventurer's tool 
points are low the trader can be 
persuaded to give back more of 
the tool than it took to begin with. 
If, however, the adventurer has 
nothing to trade then the trading 
creature will hold on to whatever it 
has. You must choose the initial 
tool or treasure for the trader. 

Give: The giver will give the adven- 
turer either a treasure or tool of 
your choosing. The giver gives only 
once and thereafter ignores the 
adventurer. 

Accept: This creature will accept a 
bribe from the adventurer and 
then respond by either giving a 



tool or treasure or by talking. You 
must choose the specific tool or 
treasure that the creature will 
accept. Choose whether the crea- 
ture will give or talk when it 
receives the bribe and then choose 
what it will give or say. Once the 
creature accepts its bribe it will 
ignore the adventurer upon fur- 
ther encounters. 

Pop: Each time the popping crea- 
ture touches the adventurer it will 
pop him into a different part of 
the room. The adventurer may be 
popped onto a hot trap or you could 
use the creature to pop the adven- 
turer into a special area of the room . 
Try not to set up a situation where 
the adventurer is popped into a 
spot from which he can't escape. 
Zap: This is the adventurer's worst 
enemy. Each touch of a zapping 
creature will drain energy. Faster 
moving zappers drain energy faster. 
PLACING THE CREATURE 

Press the I SPACEBAR] when 
you've finished making your selec- 
tions in the CREATURE LAB. If the 
creature personality requires that 
you enter speech or make other 
choices you will do that now. If 
there is no required input (as in the 
case of the zapper and popper) you 
will return directly to the Edit 
Menu and the game screen. Your 
creature will appear on the screen. 
Use the joystick button to place 
the creature where you want. 



20 



SETTING THE 
STARTING POSITION 



The starting position for an 
adventurer who plays your game 
depends on the last room displayed 
in the EDIT mode and the most 
recent position of the white BUILD 
cursor. Suppose you want the 
adventurer to begin in the lower 
right corner of room number three. 
While in the EDIT mode, choose 



the ROOM option and display room 
number three. Now, enter the 
BUILD mode and choose the MENU 
option to return to the main 
Adventure Menu. Save the final 
copy of your game to disk or cas- 
sette. When anyone then playsyour 
game they will begin in the lower 
right corner of room number three. 



t 




21 



HELPFUL HINTS 



Creating a good adventure can 
take quite a bit of time. You may 
return to the main Adventure 
Menu at any point during develop- 
ment and save your creation to 
disk or cassette. When you want 
to work on it again, load your 
quest, choose the EDIT option and 
enter your password. When you've 
finished your game, it's a good idea 
to save backup copies on two dif- 
ferent disks or cassettes. 




Don't forget 
your password! 
The computer 
will not show 
you your 
password after 



the first time you enter it. 



Playtest your 
adventures 
yourself and 
then with 
friends. An 
adventure which 
doesn't work smoothly or is impos- 
sible to win is no fun to play! 




If you plan to 
save an adven- 
ture to disk 
remember to 
prepare a for- 
matted diskette 
before you begin the Adventure 
Creator program. 





When in doubt, 
push the joy- 
stick, press 
the joystick but- 
ton or hit the 
SPACEBAR. 



22 



SAVING YOUR 
ADVENTURE 

ATARI 
Cassette 

1 . Be sure that your cassette 
recorder is connected to the 
power outlet and to your 
computer. 

2. Place a cassette tape in the 
recorder and rewind it fully. 

3. Choose the SAVE option on the 
main menu. 

4. Press the \6\ key when you see 
the message 'CASSETTE OR 
DISK?' 

5. The computer should make two 
beeps. 

6. Press the RECORD and PLAY 
buttons on the recorder. 



7. Press the I RETURN! key on the 

computer to begin the save. 

Disk 

1 . Adventures may only be saved 
on ATARI formatted diskettes. 
Be sure to prepare a formatted 
diskette before you begin using 
the Adventure Creator. 

2. To SAVE adventures to disk you 
must load the ATARI DOS II when 
you first turn on your computer. 
To do this turn on your disk drive 
and insert your ATARI DOS MAS- 
TER DISKETTE. Be sure the 
Adventure Creator cartridge is 
in your computer. Turn on your 
computer. The DOS will load and 
the program will begin. Remove 
your DOS disk from the disk 
drive. 



3. You will see the message 
'CASSETTE OR DISK?: Press 
the \D] key for a disk save. 

4. You may save up to three adven- 
tures on one disk. The adven- 
tures will be saved with the 
names: "QUEST 1 " or "QUEST 2" 
or "QUEST 3." 

When you see the message 
'QUEST 1 , 2 or 3?; press the [T] , 
\Z\ or [3] keys on the top row 
of the keyboard. If you've already 
saved a game with the number 
you choose, the old game will be 
erased and the new one saved in 
its place. 




23 




COMMODORE 64 
Cassette 

1 . Be sure that your cassette 
recorder is connected to your 
computer. 

2. Place a cassette tape in the 
recorder and rewind it fully. 

3. Choose the SAVE option on the 
main menu. 

4. Press the \C\ key when you see 
the message 'CASSETTE OR 
DISK?' 

5. Press the RECORD and PLAY 
buttons on the recorder. 

NOTE: If you choose the CASSETTE 
option accidentally you may return 
to the main menu by pressing the 
I RUN/STOP I key. 

Disk 

1 . Adventures may only be 
saved on diskettes which 
have been formatted on your 
COMMODORE disk drive. 
Be sure to prepare a 
formatted disk before 
you begin using the 
Adventure Creator. 



2. When you are ready to save an 
adventure, place your formatted 
diskette in the disk drive. Choose 
the SAVE option on the main 
menu. 

3. You will see the message 
'CASSETTE OR DISK?.' Press 
the \D] key for a disk save. 

4. You may save up to four adven- 
tures on one disk. The adven- 
tures will be saved with the 
names: "QUEST 1," "QUEST 2," 
"QUEST 3" or "QUEST 4." 

When you see the prompt, 
'QUEST 1 , 2, 3 or 4, press the 
HL HI. 13 or ffl keys on the 
top row of the keyboard. If 
you've already saved a game 
with the number you choose, 
the old game will be erased and 
the new one saved in its place. 




LOADING YOUR 
ADVENTURE 

ATARI 
Cassette 

1 . Be sure that your cassette 
recorder is connected to the 
power outlet and to your 
computer. 

2. Place your cassette tape with a 
recorded adventure in the tape 
player and rewind it fully. 

3. Choose the LOAD option on the 
main menu. 

4. Press the \G\ key when you see 
the message 'CASSETTE OR 
DISK?' 

5. The computer should make one 
beep. 



6. Press the PLAY button on the 
recorder. 



7. Press the [RETURNl key on the 
computer to begin the load. 

Disk 

1 . To LOAD adventures from disk 
you must load the ATARI DOS II 
when you first turn on your 
computer. To do this turn on 
your disk drive and insert your 
ATARI DOS MASTER DISKETTE. 
Be sure the Adventure Creator 
cartridge is in your computer. 
Turn on your computer. The DOS 
will load and the program will 
begin. Remove your DOS disk 
from the disk drive. 




25 



2. When you are ready to load an 
adventure, place your adventure 
diskette in the disk drive. Choose 
the LOAD option on the main menu 

3. You will see the message 'CAS- 
SETTE OR DISK?: Press the [D] 
key for a disk load. 

4. When you see the prompt, 
'QUEST 1,2 OR 3?; press the 
[l] , [2] or [3] key on the com- 
puter keyboard. If that quest 
has been saved on the disk then 
it will load into the computer's 
memory. 

COMMODORE 64 
Cassette 

1 . Be sure that your cassette 
recorder is connected to your 
computer. 

2. Place your cassette tape with a 
recorded adventure in the tape 
player and rewind it fully. 

3. Choose the LOAD option on the 
main menu. 

4. Press the \C\ key when you see 
the message 'CASSETTE OR 
DISK?' 

5. Press the PLAY button on the 
recorder. 

NOTE: If you choose the CASSETTE 
option accidentally you may return 
to the main menu by pressing the 
I run/stop [ key. 



26 



Disk \ 

1 . When you are ready to load an 
adventure, place your adventure 
diskette in the disk load. 

2. You will see the message 'CAS- 
SETTE OR DISK?.' Press the OS 
key for a disk load. 

3. When you see the prompt 
'QUEST 1 , 2, 3 or 41 press the 
[T], IS, HI or [3 key on the 
computer keyboard. If that 
quest has been saved on the 
disk it will load into the com- 
puter's memory. 



Dale Disharoon, author of 
ADVENTURE CREATOR, is a 
teacher, programmer and classi- 
cal guitarist who specializes in 
educational software for people 
of all ages. 

Programmers: Dale Disharoon, 

James Bach 

Program Illustrator: 

Bill Groetzinger 

Package & Instruction Booklet 

Illustrator: Bill Morrison 



This software product is copyrighted 
and all rights are reserved by Spinnaker 
Software Corporation. The distribution 
and sale of this product are intended for 
the use of the original purchaser only and 
for use only on the computer system 
specified. Lawful users of this program 
are hereby licensed only to read the pro- 
gram from its medium into memory of a 
computer for the purpose of executing 
this program. Copying, duplicating, sell- 
ing or otherwise distributing this prod- 
uct is hereby expressly forbidden. 
Atari is a registered trademark of Atari, 
Inc. Commodore 64 is a trademark of 
Commodore Electronics Ltd. 
ADVENTURE CREATOR computer pro- 
gram is a trademark of Spinnaker Soft- 
ware Corp. 



A 



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